#Most efficient way to create a collider in runtime?

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kindred canopy
#

I'm working on a system for creating custom parts and it requires the creation of procedural physics colliders.

I'm still getting my head around how to create a primitive collider with absolutely any method possible but there isn't a slither of documentation anywhere online. Best I've found is making a mesh collider with a provided method, but they are far more expensive than primitive and I don't even require anything other than primitives.

How do I make a primitive collider efficiently at runtime? preferably in a job...

vale geyser
#

from memory each of the collider types just has a static method you can call

#

i.e. BoxCollider.Create(data...)

#
        /// <summary>   Creates a new BlobAssetReference&lt;Collider&gt; </summary>
        ///
        /// <param name="geometry"> The geometry. </param>
        ///
        /// <returns>   A BlobAssetReference&lt;Collider&gt; </returns>
        public static BlobAssetReference<Collider> Create(BoxGeometry geometry) =>
            CreateInternal(geometry, CollisionFilter.Default, Material.Default);

        /// <summary>   Creates a new BlobAssetReference&lt;Collider&gt; </summary>
        ///
        /// <param name="geometry"> The geometry. </param>
        /// <param name="filter">   Specifies the filter. </param>
        ///
        /// <returns>   A BlobAssetReference&lt;Collider&gt; </returns>
        public static BlobAssetReference<Collider> Create(BoxGeometry geometry, CollisionFilter filter) =>
            CreateInternal(geometry, filter, Material.Default);

        /// <summary>   Creates a new BlobAssetReference&lt;Collider&gt; </summary>
        ///
        /// <param name="geometry"> The geometry. </param>
        /// <param name="filter">   Specifies the filter. </param>
        /// <param name="material"> The material. </param>
        ///
        /// <returns>   A BlobAssetReference&lt;Collider&gt; </returns>
        public static BlobAssetReference<Collider> Create(BoxGeometry geometry, CollisionFilter filter, Material material) =>
            CreateInternal(geometry, filter, material);```
kindred canopy
#

Oh nice, found it. Don't know why there wasn't anything about it in the documentation when I searched 'collider'.